Adobe 65036570 User Guide - Page 371

Collision modifier methods

Page 371 highlights

ADOBE DIRECTOR 11.0 360 User Guide This separation is deliberate and valuable: it can be important for a collision to be registered. In a game, for example, a projectile could strike a wall and the player's score could be increased. However, in that same game, you might not want the projectile to bounce off the wall. In that case, you'd set the enabled property to TRUE and set the resolve property to FALSE. Collision notification can also be implemented by using registerScript() on a specific model in addition to using the setCollisionCallback() technique. Use the following properties to work with the collision modifier: Property Access whichModel.collision. Get and set enabled whichModel.collision. Get and set resolve whichModel.collision. Get and set immovable whichModel.collision.mode Get and set Description Default TRUE (1) or FALSE (0) value indicating whether collisions between this model and other models will trigger a collision event. TRUE (1) TRUE (1) or FALSE (0) value indicating whether collisions are automatically resolved. If the value is TRUE (1) and if the other model has the collision modifier applied and has enabled set to TRUE (1), the models will be moved back to the position of their original contact. TRUE (1) TRUE (1) or FALSE (0) value indicating whether the model can be moved. If a model cannot be moved, the 3D Xtra can save time by not checking it for collisions with other models that also have their immovable property set to TRUE. FALSE (0) Indicates the geometry to be used in the collision detection algorithm. Using simpler geometry such as the bounding sphere leads to better performance. The possible values for this property are: #mesh: uses the actual mesh geometry of the model's resource. This gives one-triangle precision and is usually slower than #box or #sphere. #box: uses the bounding box of the model. This is useful for objects that can fit more tightly in a box than in a sphere, such as a wall. #sphere: is the fastest mode, because it uses the bounding sphere of the model. This is the default value. Collision modifier methods Use the following method to work with the collision modifier:

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ADOBE DIRECTOR 11.0
User Guide
360
This separation is deliberate and valuable: it can be important for a collision to be registered. In a game, for example,
a projectile could strike a wall and the player’s score could be increased. However, in that same game, you might not
want the projectile to bounce off the wall. In that case, you’d set the
enabled
property to
TRUE
and set the
resolve
property to
FALSE
.
Collision notification can also be implemented by using
registerScript()
on a specific model in addition to using
the
setCollisionCallback()
technique.
Use the following properties to work with the collision modifier:
Collision modifier methods
Use the following method to work with the collision modifier:
Property
Access
Description
Default
whichModel
.collision.
enabled
Get and set
TRUE (1)
or
FALSE (0)
value indicating
whether collisions between this model and
other models will trigger a collision event.
TRUE (1)
whichModel
.collision.
resolve
Get and set
TRUE (1)
or
FALSE (0)
value indicating
whether collisions are automatically resolved. If
the value is
TRUE (1)
and if the other model
has the
collision
modifier applied and has
enabled
set to
TRUE (1)
, the models will be
moved back to the position of their original
contact.
TRUE (1)
whichModel
.collision.
immovable
Get and set
TRUE (1)
or
FALSE (0)
value indicating
whether the model can be moved. If a model
cannot be moved, the 3D Xtra can save time by
not checking it for collisions with other models
that also have their
immovable
property set to
TRUE
.
FALSE (0)
which-
Model
.collision.mode
Get and set
Indicates the geometry to be used in the colli-
sion detection algorithm. Using simpler geom-
etry such as the bounding sphere leads to better
performance. The possible values for this prop-
erty are:
#mesh
: uses the actual mesh geometry of the
model's resource. This gives one-triangle preci-
sion and is usually slower than #box or
#sphere
.
#box
: uses the bounding box of the model. This
is useful for objects that can fit more tightly in a
box than in a sphere, such as a wall.
#sphere
: is the fastest mode, because it uses
the bounding sphere of the model. This is the
default value.